I’m not saying it has to become WoW, I was just saying that if I wanted a challenge and to still gain something, I could make alts, or as Damage says, just equip your beginning weapon, since you can’t get rid of them.
There were 2 points to the discussion in OP: LFG and level disparity. Scaling was proposed as a possible solution for level disparity, but there’s already a solution for that in the gear swap, and giving a level 18 the experience worth a level 18 mob when he’s only killing a level 5 mob with his level 4 friend is not a valid solution. It makes no sense to give hundreds of XP just because you took the time to help your buddy kill a mob worth tens.
Improve the information given for the LFG tool, possibly update LFG, but dynamic level scaling isn’t the direction the devs want to take the game, and several players agree it’s not needed. End of discussion unless some magical benefit of DLS has been overlooked.
But that is the whole point of scaling, you earn exp based on the kill of the monster that is determined by the monsters difficulty relative to your level, the monsters that are lower level don’t continue to be easy one hit kills, they become just as challenging as they are to the lower level.
I can’t remember the specific values, but IIRC a level 1 killing a level 3 monster receives the same experience of a level 12 killing a level 14 monster since it’s based on the difficulty that monster is to you. If a level 3 monsters was the same relative difficulty for a level 12 as it was a level 1 you could award them with the same xp, because the relative difficulty remains the same for both players.
The level one will still level much faster than the level 12, since the level 12 has many more experience points to gain and the monsters always award the same xp regardless of actual level. This type of system is a lot more complicated in other games, since you end up earning more amounts of xp per kill as you level up, orbus doesn’t do this, which is why it could work so well.
This is not true. Killing reds at 11 (give or take) gave me ~300xp. Killing reds now at 16 I get ~690xp.
Even still it would give you the xp of the killing reds at the lower level, so you wouldn’t be getting the level 16xp but the level 11xp, which still seems correct if you were fighting it at a level 11 scale.
That’s fair. I wouldn’t have an issue with that.
I really think GW2 solved this problem https://wiki.guildwars2.com/wiki/Dynamic_level_adjustment
Scale everyone down to where they are “max level of the content +1” + they have improved gear and talents etc. and give rewards (xp + loot) slightly below what they would get for content on their level, so doing relevant content is still the most efficient, but it’s still not a complete waste of time.
Means you can go have fun anywhere in the world and enjoy any content in the game without worrying about overleveling (this becomes more relevant with larger game worlds where you might reach max level without having seen everything). Means you can always play with friends without ruining the experience. Means earlier zones can remain populated by appropriately strong characters even if most players have moved past them, especially if there are some special items to farm or something. And you still get to enjoy the feeling of coming back and being much stronger since you now have better gear, more skill, eventually talents etc. (and you outlevel by 1)
Great for dungeons too, being able to guide low levels through a dungeon without spoiling the experience by being too strong, or just overall smoothing out differences.
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